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Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....
#gamedev #indiedev #madewithunity #screenshotsaturday

I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
Thanks in advance for your time reading a newbie

Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.

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I need some theoretical help. I'm developing 2d tiled puzzle game, inspired by Minecraft mechanics a bit. Game is about digging down the procedural generated mine, collecting ores, avoiding monsters.

What i have done by now:

[attachment=24773:1.png]

Level is just randomly generated of 3 different terrain types.

What i need help with:

[attachment=24774:2.png]

I'd like to find a way to randomly select groups of tiles, which i will generate as rock type terrain, resembling rocks laying under ground. It should have random shapes and size, but close to circle, and have some distance between zones.

Some my thoughts by far:

[attachment=24775:3.png]

1) Find initial cell

2) For every neighbor of new cell, select this cell with chance depending on distance of this cell from initial cell

3) Recurse for every selected cell

I'd love to hear your ideas about zone selection and its placement around level.

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I've made experiments on a similar problem a while ago (biome placement on a procedural map). One alternative way for solving that type of problems could be to use a constraint solver like Google OR Tools. With OR Tools, you have to express the constraints of your system :

- My domain is a X*Y grid

- I want at most 25% of rock blocks

- Near a rock block there's 75% of chance to have a sand block

etc..

Set the seed, call Solve(), and you get a solution.

The main difficulty is to express the constraints, but I think it could be a very interesting approach, and can give a very good control of the generation.

Anyway, our actual generator is based on Perlin (GPU generation), and it works fine... Just an idea ;)

Edited November 28, 2014 by DTR666

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I'm a bit late on this post, but I'd suggest avoiding Perlin noise and instead using something I like to call OpenSimplex noise: https://gist.github.com/KdotJPG/b1270127455a94ac5d19 (An algorithm I designed for a currently-WIP game because I wanted to avoid both the artifacts of Perlin noise and the patent of 3D Simplex noise)

Perlin noise is an older algorithm that tends to exhibit significant grid artifacts by way of lining all of its features up with the cardinal axes and main diagonals. OpenSimplex noise should provide you with a bit more variety in the directions that your terrain features go. Perlin noise can certainly do some cool stuff, but what you can do with Perlin noise you can probably do better with a more visually-isotropic noise like OpenSimplex.

Perlin (top) vs OpenSimplex (bottom), 2D slices of 3D:

First is noise(x, y, 0) grayscale

Next is noise(x, y, 0) > 0 ? white : black

Next is |noise(x, y, 0)| < 0.1 ? black : white

Last is noise(x, y, 0.5) grayscale to illustrate that Perlin noise looks "weird" in non-integer slices